// Move the star closer (or reset it if it's too close) ready for the next frame

starIter->moveStar();

}

// Swap the buffers so we can see what we've drawn without -watching- it being drawn

SDL_GL_SwapBuffers();</star>

Note: See that </star> tag at the end of the above code snippet? That doesn’t exist. It’s an artifact produced by WordPress in combination with the WP-Syntax plugin and is somehow related (I think) to escaping HTML entities and auto-completion of mismatching XHTML. Don’t believe me? Click the title of the post or the read more link below and find the same section of code in the full listing – for some reason it doesn’t appear there… Odd, huh?

Update: Uploaded a screen capture of the program running to YouTube so you can see it in action without having to compile it yourself:

Full source-code available after the jump for those interested…

C++

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/*

* Author: r3dux

* Date: 21/10/2010

* Code: OpenGL/SDL Starfield with Accumulation Buffer Trails

* Orig. Basecode: Jeff Molofee '99/Ti Leggett '01

*

*/

// Standard includes

#include <iostream>

#include <time .h>

#include <math .h>

#include <vector>

// Graphics includes

#include <glee .h> // No need to link to GL/gl.h

#include <gl /glu.h>

#include <sdl /SDL.h>

usingnamespacestd;

// Define constants for our screen width, height, and colour depth

constGLint SCREEN_WIDTH=800;

constGLint SCREEN_HEIGHT=600;

constGLint SCREEN_BPP=24;

constGLfloat PI=3.14159;

classStar;// Forward declaration for our Stars class

constGLuint NUMSTARS=1000;// Our star count

// Create a vector of Stars

vector<star>stars;

// Create an SDL surface

SDL_Surface*surface;

// Set initial frustrum co-ordinate system (400 across, 400 vertically, 800 deep --- i.e. -200 to 200 on each of the X, Y axis', and 1 (far) to 800 (near) on the Z axis'

GLfloat windowWidth=200.0f;

GLfloat windowHeight=200.0f;

GLfloat windowDepth=800.0f;

// Flag to control whether we should clear the screen each frame or not (leaves trails when not)